GBJAM, Talks and Progress

Over the last month I’ve been working day and night, and having some fun in a few places as well.

From October 1st to October 10th was the GBJAM5, the games jam where the theme is the original gameboy. While the aim is to make a game that could play on an original gameboy, the only rules that matter is the resoluton being 160 x 144 pixels and only using 4 colour graphics. I’ve been taking part since the first one back in 2013, and I’ve only missed GBJAM2. It’s a jam I love because it’s small, I love the restriction of the game’s size and graphics, plus growing up with a Gameboy Color means I have a bit of nostalgia for the system.

Despite the games jam lasting 10 days, I was going to spend the weekend in Dublin so I could spend some time with my sister, who’s been travelling around Africa for a few months. I decided to work on a really simple game idea, a block moving from start to finish, avoiding some obstacles on the way. The idea ended up being so simple it took me the first day to get basic graphics moving on the screen, some obstacles and a palette swapping system. I was able to use the rest of the time updating the graphics, adding a few more objects like locks, keys and bouncepads, as well as a transitional effect and some other screens to make the game feel complete and authentic.

The end result was MonoCube, an action puzzle game where all you have to do is get to the end.   During the development process I got a surprising amount of attention, and even after submitting the game early I got several comments, the game ended up getting 7th place in gameplay! You can check out the game here.

On November 8th, I will be speaking at the Digital Technology Conference at Stoke Campus, Staffordshire University. My talk will be about Indie Game Development and the Steam Greenlight process, on what I did to get Gemstone Keeper greenlit and offering my advice. This will be the first time I’ve gone to the Stoke campus as a Graduate, and I look forward to seeing what the campus is like since the games and computing departments all moved from Stafford earlier in the year.

Now I’m going to return to Gemstone Keeper, I’ve got one planned boss remaining to work on, and I’m also focusing some time on the audio (both music and sound effects). In the meantime, I’ve updated the game’s titlescreen, as I felt the original could have had a more authentic layout, as well as some improved scrolling for the background.

Procedural Meshes: Generating Gemstones Part 1

So two years ago as a student researching for his thesis, I took part in the first procjam. Organised by Michael Cook, this is a games jam that focuses on procedural content, whether that be games, art, text, tools, anything that can make something. Last year I decided to go a bit basic, write some pre-existing noise and maze algorithms for the Haxe Programming Language, which I eventually tweaked and published on Haxelib and Github as MAN-Haxe.

Last year, I decided that for my current project, I was going to do something relevant, and this time use no pre-existing algorithms, this is where the Gemstone Generator comes in. I have images of the meshes below that show the progress from early successful generations to the final most generation test before the UI layout was cleaned up and the demo was uploaded. The generative process is now being used in Gemstone Keeper, albeit with a different rendering process considering I’m turning Unity’s Procedural Meshes into SFML meshes.

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Grow Trees… Or Something – Ludum Dare

So this is something I didn’t expect to happen, around two weeks ago was Ludum Dare, where we all had only 48 hours (or 72 for jams) to develop a game, however because I had plans to go to a party that was some distance from home, I had much less time. Despite that I still managed to finish something, although honestly was disappointed I didn’t have much to show, so I could go and vote on other entries.

You can play my entry for Ludum Dare 34 here, but here’s my post mortem as written on the Ludum Dare website.

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#GBjam, Game Development and Work Updates

I’m back and ready to update everyone on what’s been happening since I went to Japan last month, which was an awesome holiday where I got to go to the cities of Tokyo, Kyoto, Osaka and Sendai, with highlights including seeing foxes at the Zao Fox Village, walk around Akihabara’s arcades, game and electronic stores, dressing up as a Samurai, going to the Ghibli Museum and Nintendo’s Old Headquarters! Despite being in very humid weather, and both my sister and I carrying our bags from hostel to guest house to hostel almost every night, we were able to see so much and yet miss out on quite a lot. We talked with other travellers and heard about seeing Mt Fuji and Sumo Wrestling in Nagano among others, but I think I can see them another time.

But only a few weeks after I got back, I was out again for a week in Ireland…which is why the longer than normal absence. I got to see some of the big towns and cities from Cork to Dublin, as well as a lot of countryside, however it did help bring inspiration for a game I recently made.
Welcome to Kilkenny Pub Brawl!

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Glow Drop DX and Global Games Jam are Out!

Over the last week, I’ve technically had to prepare for two releases, and guess what? Both games are out, and I’ve updated the game menu to include links to them! It’s pretty cool how both games were originally made at 48 hour game jams, and both are being updated as we speak. Feel free to read on about my experiences with Global Games Jam this year, and try out these two releases as soon as possible, all feedback is awesome!

Glow Drop DX

We Are Surrounded

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Ralph Baer & Ludum Dare 31

https://i0.wp.com/www.vintagecomputing.com/wp-content/images/interviews/baer_harrison_pong_3_large.jpgI would first like to start this post by talking about Ralph Baer, wildly known as the father of video games who passed away on December 6th. Since 1966 he always had the idea of games that can be displayed on television screens, and developed what he calls “the brown box” which had rotary controls and played a simple tennis game with two panels and a square ball. This patented idea eventually got picked up by TV manufacturer Magnavox and became the Odyssey, wildly considered the first video games console. Along with essentially founding computer and video games as we know it today, he also invented the classic electronic game Simon (and its sequel Super Simon) and carried on developing and tinkering with electronic prototypes, giving him 150 patents to his name.

He lived a full life and his work has lead to the creation of the largest entertainment history, and lot of gamers and game developers are where they are today because of his work.

So last weekend was Ludum Dare, the 31st bi-annual 48-hour games jam. The theme for this one was “Entire Game on One Screen”, a bit basic for a theme but it’s much better than the joke theme that got a lot hype in the voting stages (no snowmen please!).

You can play my entry right now, it’s called Glow Drop and it’s a physics based puzzle game, just click the image below to go to the Ludum Dare page!

I initially wanted to develop my entry using HaxeFlixel, but software issues struck and I was unable to use it, and since on the Saturday I spent most of my time developing on a train to London with no wi-fi, I decided to switch to using Construct2.

While I didn’t really feel motivated to using Construct2 again after spending over a year developing a certain award nominated stealth game using it, turns out for the game I ended up making it was worthwhile. Construct2 has one of the most easiest physics set up out of any engine I’ve used, and since the entire game has to be on a single screen, it’s much easier to manage a visual layout than a coded game state

Since I was out with friends and family for most of Saturday, I was hoping to release for the 72-hour jam. However, when I noticed that most of the game and the graphics were finished with four hours remaining, I felt like I could pull it off and upload for the compo, and I succeeded!

I’m already getting positive comments so far, so I might use a day or two from my Christmas break to polish the game more and release it as a mobile game! If you guys like the idea let me know if there is anything I could add/change to make it work!

https://i0.wp.com/ludumdare.com/compo/wp-content/compo2/407933/21252-shot2.PNG https://i0.wp.com/ludumdare.com/compo/wp-content/compo2/407933/21252-shot3.png

Secret of Escape – Where to find it!

Secret of Escape is officially released to the public, you can download the game for either PC, Mac or Linux (both 32-Bit and 64-Bit). You can get the game from one of these fine game services:

Download Secret of Escape from Desura

Download Secret of Escape from Itch.io

Download Secret of Escape on IndieGameStand

Click the banners to go directly to the game page!

GBJam 3 Overview

Those who have been following me on Twitter have been aware for a while of GBJam, an online games jam, and of course, I’ve been working on a game for it. Therefore as today marks the end of the third GBJam, this article will be a part-summary, part-showcase and part-post mortem of the GBJam.

Play my entry, Galaticus, on GameJolt

Vote for it on GBJam

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GBJam Banner: Image from 2945 – Devblog

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Post Mortem of Under Maintenance

Under Maintenance – LD29 Jam Entry. Select the image to go to the entry page.

Here’s my post mortem for the 29th entry of Ludum Dare, also posted on the Ludum Dare forums. Enjoy!

So for this Ludum Dare, with the theme of “Beneath The Surface”, I decided to make a game where you work as a maintenance engineer who works between the streets and an underground train tunnel, this is Under Maintenance.

I wanted to get back into Ludum Dare because of how much I enjoyed LD27, however I was travelling out to see friends on Saturday so I had very little time to do a compo entry.  However it didn’t stop me from working on a simple game, so I decided to put as much energy I can during my free time to bring you this busy micromanagement platformer. As such I appreciate giving your time to reading my post mortem, which includes a timelapse and tweets among other stuff and see how I managed to fit social events and my job into this Ludum Dare.

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What have I been up to?

So the last month for me was pretty hectic, I’ve been updating some design elements for Secret of Escape and doing my software day job, both have been battling to take the most of my work and free time but I’m keeping at ease. ut also been doing some extra stuff. I figured that since it’s been a while since I posted on here, I figured I’d show you all the two main things that I’ve made, but till now have only been mentioned on either my Facebook page or Twitter.


A* Pathfinding: Because why not?

So the basic story of this one is that a colleague of mine who also studies games programming was trying to work on his own A* Implementation as well, but was struggling on parts of the algorithm. So I figured I’d try myself, since I too haven’t attempted to write my own version for some time. My first attempt at it was back in first year University, and due to the poor resources I ended up giving up. It’s also very worthwhile that I at least get a working implementation done since Secret of Escape also uses pathfinding for some of the enemies.

After about two days of looking through online resources (I highly recommend anyone interesting in building their own to read this article) and help from some very helpful folks on Twitter, I successfully got a working implementation!

The source code is up online, the application was built using LibGDX but with a bit of tweaking the pathfinder and node classes could be used for other Java based engines. The classes are commented with all the steps for clarity.

View the Source Code

Clean Commuter

This is a grid based puzzle game where you use commands and functions to control cars to get them to parking spaces. The game used three computers connected to a server so each player controlled a car. The purpose of the game was to teach basic concepts of programming, problem solving and teamwork, while adding a small message on environmental awareness. The game was made for a nationwide school event called Blue Fusion, which students from schools around the Hampshire area came to compete against each other by playing games like Clean Commuter in order to gain interest in science, technology and maths.

Untitled-0  Untitled-1

I was the project lead in a team of five, as well as the person responsible for the in-game graphics and most of the rendering using LibGDX. We worked on the game for over five months and we were able to complete the game in time for the week long event. Unfortunately, due to copyright and licensing, the game will not be available for download from me on any site, but I hope you appreciate these screenshots.

So after today, things should be slowly going back to normal. I should be giving a few updates on Secret of Escape within a few weeks or so, I’m also considering doing the Insanity Jam, which is a small games jam where you make a game based on whatever you receive from the random game idea generator with the Insanity option on for totally bizarre ideas. But for now I’ve got some work to catch up on.

Talk to you all later!